Sampling an arbitrary point within a DFT? - c#

What I'm trying to do: I want to compress a 2D grey-scale map (2D array of float values between 0 and 1) into a DFT. I then want to be able to sample the value of points in continuous coordinates (i.e. arbitrary points in between the data points in the original 2D map).
What I've tried: So far I've looked at Exocortex and some similar libraries, but they seem to be missing functions for sampling a single point or performing lossy compression. Though the math is a bit above my level, I might be able to derive methods do do these things. Ideally someone can point me to a C# library that already has this functionality. I'm also concerned that libraries that use the row-column FFT algorithm don't produce sinusoid functions that can be easily sampled this way since they unwind the 2D array into a 1D array.
More detail on what I'm trying to do: The intended application for all this is an experiment in efficiently pre-computing, storing, and querying line of sight information. This is similar to the the way spherical harmonic light probes are used to approximate lighting on dynamic objects. A grid of visibility probes store compressed visibility data using a small number of float values each. From this grid, an observer position can calculate an interpolated probe, then use that probe to sample the estimated visibility of nearby positions. The results don't have to be perfectly accurate, this is intended as first pass that can cheaply identify objects that are almost certainly visible or obscured, and then maybe perform more expensive ray-casting on the few on-the-fence objects.

Related

Downsample a double array to another length

I have a data source that provides many (4096) double values in an array. These are measured with high resolution and are the result of a FFT. For visualisation purposes, they need to be reduced. (Reapplying the FFT on the raw signal is not possible here.) I could simply average each n samples and have a resulting array of length / n values. To allow more flexible selection of the number of resulting values, I need interpolation, though.
I've looked up some basic information about this on Wikipedia. I am already familiar with 2D downsampling/interpolation from a user prespective in raster image editors. Now I need this in 1D in C# code. Think of it as changing (reducing) the raster image size of a 1D barcode image, or resampling an audio wave file.
One library I've found recommended is Math.NET Numerics. This is already used for other tasks in my application, so I could easily use that. There's the CubicSpline class in there but I have no idea how to use it.
Q: What would be an approach to reduce the number of samples in a double[] to an arbitrary number using interpolation?
I'm not interested in finding a single double value between two others. I need to combine multiple source values into each a single output value, while not losing any information (single frequency bins with an extreme level) at the boundaries of the groups, and without aliasing effects or rounding because of different group sizes if the numbers aren't divisible.
Maybe the use of bitmap image functions and a 1*n bitmap size is a good solution instead of dealing with the math directly? This would involve a lot of data conversion, though, which reduces performance and probably also precision. Or some library from the autio processing field?

Desiring jagged results from simplex noise or another algorithm just as fast

I'm wanting to do some placement of objects like trees and the like based on noise for the terrain of a game/tech demo.
I've used value noise previously and I believe I understand perlin noise well enough. Simplex noise, however, escapes me quite well (just a tad over my head at present).
I have an implementation in C# of simplex noise, however, it's almost completely stolen from here. It works beautifully, but I just don't understand it well enough to modify it for my own purposes.
It is quite fast, but it also gives rather smooth results. I'm actually wanting something that is a little more jagged, like simple linear interpolation would give when I was doing value noise. My issue here is that due to the amount of calls I'd be doing for these object placements and using fractal Brownian motion, the speed of the algorithm becomes quite important.
Any suggestions on how to get more 'jagged' results like linear interpolation gives with value noise using a faster algorithm than value noise is?
if you are using a complex noise function to do a simple task like the placement of trees, your using completely the wrong type of maths function. It is a very specific function which is great for making textures and 3d shapes and irregular curves. Placing treas on 2d certainly doesn't need irregular curves! Unless you want to place trees along in lines that are irregular and curved!
unless you mean you want to place trees in areas of the noise which are a certain level, for example where the noise is larger than 0.98, which will give you nicely randomised zones that you can use as a central point saying some trees will be there.
it will be a lot faster and a lot easier to vary, if you just use any normal noise function, just program your placement code around the noise function. I mean a predictable pseudo-random noise function which is the same every time you use it.
use integers 0 to 10 and 20 to 30, multiplied by your level number, to select 10 X and 10 Y points on the same pseudo-random noise curve. this will give you 10 random spots on your map from where to do stuff using almost no calculations.
Once you have the central point where trees will be, use another 10 random points from the function to say how many trees will be there, another 10 to say how far apart they will be, for the distribution around the tree seed quite exceptional.
The other option, if you want to change the curve http://webstaff.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf is to read this paper and look at the polynomial function /whatever gradient function could be used in your code, looking the comments for the gradient function, commented out and do X equals Y, which should give you a straight interpolation curve.
if you vote this answer up, I should have enough points in order to comment on this forum:]
I realise this is a very old question, but I felt that the previous answer was entirely wrong, so I wanted to clarify how you should use a noise function to determine the placement of things like trees / rocks / bushes.
Basically, if you want to globally place items across a terrain, you're going to need some function which tells you where those are likely to occur. For instance, you might say "trees need to be on slopes of 45 degrees or less, and below 2000 meters". This gives you a map of possible places for trees. But now you need to choose random, but clustered locations for them.
The best way of doing this is to multiply your map of zeroes and ones by a fractal function (i.e. a Simplex noise function or one generated through subdivision and displacement - see https://fractal-landscapes.co.uk/maths).
This then gives you a probability density function, where the value at a point represents the relative probability of placing a tree at that location. Now you store the partial sum of that function for every location on the map. To place a new tree:
Choose a random number between 0 and the maximum of the summed function.
Do a binary search to find the location on the map in this range.
Place the tree there.
Rinse and repeat.
This allows you to place objects where they belong, according to their natural ranges and so on.

Advice: custom shapefile or C# heatmap of matrix

I'm looking at creating a heatmap of numerical data spread over various locations within a building. I've spent a few hours researching data mapping, etc. and am looking for some advice. I am new to GIS. The majority of options available are mostly tile APIs that use lat/long, and are overkill for my requirements...
Ultimately, I just want to output a background image (a floor plan) with the heatmap overlay demonstrating areas of high intensity. The data is bound to specific locations (example, activity level: 14, location: reception entrance) and so is not randomly distributed over the map. Data has timestamps, and the final objective is to print PNGs of hourly activity for animation.
I feel like I have two options.
I like this tutorial (http://dylanvester.com/post/Creating-Heat-Maps-with-NET-20-%28C-Sharp%29.aspx) as it offers a huge amount of flexibility and the final imagery is very similar to what I would like - it's a great head start. That said, I'd need to assign locations such as "reception entrance" to an x,y co-ordinate, or even a number of x,y co-ordinates. I'd then need to process a matrix prior to every heatmap, taking data from my CSV files and placing activity values in the appropriate co-ordinates.
The other option I think I have is to create a custom shapefile (?) from the floor plan. That is, create a vector graphic with defined regions, where each is attributable to a taggable location. This seems the most flexible option, but I'm really, really struggling to find out how to create shapefiles?
My unfamiliarity with GIS terminology is making searches difficult. The latter seems the most sensible solution (use the shapefile with something like https://gist.github.com/1370472) to change the activity values over time.
Links found:
guthcad.com/cad2shape.htm (but don't have CAD drawing, just raster floorplan)
stackoverflow.com/questions/4014072/arcgis-flex-overlay-floor-plan-png (unhelpful, don't want tiled)
oliverobrien.co.uk/2010/01/simple-choropleth-maps-in-quantum-gis/
gis.stackexchange.com/questions/20901/using-gis-for-interactive-floor-plan (looks great)
To summarise: I'd like to map data bound to locations within a building. There's very good code in a C# tutorial I'd like to use, but the linking of activity data to co-ordinates is potentially messy (although could allow for describing transitions of activity between locations as vectors between co-ordinates could be used...). The other option is to create an image with regions that can be linked to CSV data by something like QGIS. Could people with more experience suggest the best direction, or even alternatives?
Thank you!
I recently did something similar for a heatmap of certain events in the USA.
My input data was simply a CSV file with three columns: Latitude, Longitude, and Number of Events.
After examining available options, I ended up using GHeat.Net. It was quite easy to use and required only a little modification to meet my needs.
The output is a transparent PNG that I then overlaid onto Google Maps.
Although your scale is quite different, I imagine the same solution should work in your case.
UPDATE
If the x,y values are integers in a reasonably small range, and if you have enough samples, you might simply create a (sparse?) array, with each array element's value being the number of samples at that coordinate. Identify the "hottest" array element (the one with the most samples) and equate that to "white" in a heat map, with lesser values corresponding to colder colors (or in other words, normalize all values in the array using the highest value and map the normalized values to a color scale). Map the array to a PNG.
Heat maps like GHeat create a sphere of influence around each data point. Depending on your data, you may not need that.
If your sample rate is not high enough, you could lift the sphere of influence code out of GHeat and apply it to your own array.
The sphere of influence stuff basically adds a value of "1" to the specific coordinate in the data sample, and also adds a smaller value to adjacent pixels in the map in order to provide for smoother-looking maps. I don't know the specific algorithm used in GHeat, but the basic idea is to add to the specific x,y value as well as neighbors using a pattern something like this:
0.25 | 0.5 | 0.25
-----------------
0.5 | 1.0 | 0.5
-----------------
0.25 | 0.5 | 0.25

Quickly find and render terrain above a given elevation

Given an elevation map consisting of lat/lon/elevation pairs, what is the fastest way to find all points above a given elevation level (or better yet, just the the 2D concave hull)?
I'm working on a GIS app where I need to render an overlay on top of a map to visually indicate regions that are of higher elevation; it's determining this polygon/region that has me stumped (for now). I have a simple array of lat/lon/elevation pairs (more specifically, the GTOPO30 DEM files), but I'm free to transform that into any data structure that you would suggest.
We've been pointed toward Triangulated Irregular Networks (TINs), but I'm not sure how to efficiently query that data once we've generated the TIN. I wouldn't be surprised if our problem could be solved similarly to how one would generate a contour map, but I don't have any experience with it. Any suggestions would be awesome.
It sounds like you're attempting to create a polygonal representation of the boundary of the high land.
If you're working with raster data (sampled on a rectangular grid), try this.
Think of your grid as an assembly of right triangles.
Let's say you have a 3x3 grid of points
a b c
d e f
g h k
Your triangles are:
abd part of the rectangle abed
bde the other part of the rectangle abed
bef part of the rectangle bcfe
cef the other part of the rectangle bcfe
dge ... and so on
Your algorithm has these steps.
Build a list of triangles that are above the elevation threshold.
Take the union of these triangles to make a polygonal area.
Determine the boundary of the polygon.
If necessary, smooth the polygon boundary to make your layer look ok when displayed.
If you're trying to generate good looking contour lines, step 4 is very hard to to right.
Step 1 is the key to this problem.
For each triangle, if all three vertices are above the threshold, include the whole triangle in your list. If all are below, forget about the triangle. If some vertices are above and others below, split your triangle into three by adding new vertices that lie precisely on the elevation line (by interpolating elevation). Include the one or two of those new triangles in your highland list.
For the rest of the steps you'll need a decent 2d geometry processing library.
If your points are not on a regular grid, start by using the Delaunay algorithm (which you can look up) to organize your pointss in into triangles. Then follow the same algorith I mentioned above. Warning. This is going to look kind of sketchy if you don't have many points.
Assuming you have the lat/lon/elevation data stored in an array (or three separate arrays) you should be able to use array querying techniques to select all of the points where the elevation is above a certain threshold. For example, in python with numpy you can do:
indices = where(array > value)
And the indices variable will contain the indices of all elements of array greater than the threshold value. Similar commands are available in various other languages (for example IDL has the WHERE() command, and similar things can be done in Matlab).
Once you've got this list of indices you could create a new binary array where each place where the threshold was satisfied is set to 1:
binary_array[indices] = 1
(Assuming you've created a blank array of the same size as your original lat/long/elevation and called it binary_array.
If you're working with raster data (which I would recommend for this type of work), you may find that you can simply overlay this array on a map and get a nice set of regions appearing. However, if you need to convert the areas above the elevation threshold to vector polygons then you could use one of many inbuilt GIS methods to convert raster->vector.
I would use a nested C-squares arrangement, with each square having a pre-calculated maximum ground height. This would allow me to scan at a high level, discarding any squares where the max height is not above the search height, and drilling further into those squares where parts of the ground were above the search height.
If you're working to various set levels of search height, you could precalculate the convex hull for the various predefined levels for the smallest squares that you decide to use (or all the squares, for that matter.)
I'm not sure whether your lat/lon/alt points are on a regular grid or not, but if not, perhaps they could be interpolated to represent even 100' ft altitude increments, and uniform
lat/lon divisions (bearing in mind that that does not give uniform distance divisions). But if that would work, why not precompute a three dimensional array, where the indices represent altitude, latitude, and longitude respectively. Then when the aircraft needs data about points at or above an altitude, for a specific piece of terrain, the code only needs to read out a small part of the data in this array, which is indexed to make contiguous "voxels" contiguous in the indexing scheme.
Of course, the increments in longitude would not have to be uniform: if uniform distances are required, the same scheme would work, but the indexes for longitude would point to a nonuniformly spaced set of longitudes.
I don't think there would be any faster way of searching this data.
It's not clear from your question if the set of points is static and you need to find what points are above a given elevation many times, or if you only need to do the query once.
The easiest solution is to just store the points in an array, sorted by elevation. Finding all points in a certain elevation range is just binary search, and you only need to sort once.
If you only need to do the query once, just do a linear search through the array in the order you got it. Building a fancier data structure from the array is going to be O(n) anyway, so you won't get better results by complicating things.
If you have some other requirements, like say you need to efficiently list all points inside some rectangle the user is viewing, or that points can be added or deleted at runtime, then a different data structure might be better. Presumably some sort of tree or grid.
If all you care about is rendering, you can perform this very efficiently using graphics hardware, and there is no need to use a fancy data structure at all, you can just send triangles to the GPU and have it kill fragments above or below a certain elevation.

Representing a Gameworld that is Irregularly shaped

I am working on a project where the game world is irregularly shaped (Think of the shape of a lake). this shape has a grid with coordinates placed over it. The game world is only on the inside of the shape. (Once again, think Lake)
How can I efficiently represent the game world? I know that many worlds are basically square, and work well in a 2 or 3 dimension array. I feel like if I use an array that is square, then I am basically wasting space, and increasing the amount of time that I need to iterate through the array. However, I am not sure how a jagged array would work here either.
Example shape of gameworld
X
XX
XX X XX
XXX XXX
XXXXXXX
XXXXXXXX
XXXXX XX
XX X
X
Edit:
The game world will most likely need each valid location stepped through. So I would a method that makes it easy to do so.
There's computational overhead and complexity associated with sparse representations, so unless the bounding area is much larger than your actual world, it's probably most efficient to simply accept the 'wasted' space. You're essentially trading off additional memory usage for faster access to world contents. More importantly, the 'wasted-space' implementation is easier to understand and maintain, which is always preferable until the point where a more complex implementation is required. If you don't have good evidence that it's required, then it's much better to keep it simple.
You could use a quadtree to minimize the amount of wasted space in your representation. Quad trees are good for partitioning 2-dimensional space with varying granularity - in your case, the finest granularity is a game square. If you had a whole 20x20 area without any game squares, the quad tree representation would allow you to use only one node to represent that whole area, instead of 400 as in the array representation.
Use whatever structure you've come up with---you can always change it later. If you're comfortable with using an array, use it. Stop worrying about the data structure you're going to use and start coding.
As you code, build abstractions away from this underlying array, like wrapping it in a semantic model; then, if you realize (through profiling) that it's waste of space or slow for the operations you need, you can swap it out without causing problems. Don't try to optimize until you know what you need.
Use a data structure like a list or map, and only insert the valid game world coordinates. That way the only thing you are saving are valid locations, and you don't waste memory saving the non-game world locations since you can deduce those from lack of presence in your data structure.
The easiest thing is to just use the array, and just mark the non-gamespace positions with some special marker. A jagged array might work too, but I don't use those much.
You could present the world as an (undirected) graph of land (or water) patches. Each patch then has a regular form and the world is the combination of these patches. Every patch is a node in the graph and has has graph edges to all its neighbours.
That is probably also the most natural representation of any general world (but it might not be the most efficient one). From an efficiency point of view, it will probably beat an array or list for a highly irregular map but not for one that fits well into a rectangle (or other regular shape) with few deviations.
An example of a highly irregular map:
x
x x
x x x
x x
x xxx
x
x
x
x
There’s virtually no way this can be efficiently fitted (both in space ratio and access time) into a regular shape. The following, on the other hand, fits very well into a regular shape by applying basic geometric transformations (it’s a parallelogram with small bits missing):
xxxxxx x
xxxxxxxxx
xxxxxxxxx
xx xxxx
One other option that could allow you to still access game world locations in O(1) time and not waste too much space would be a hashtable, where the keys would be the coordinates.
Another way would be to store an edge list - a line vector along each straight edge. Easy to check for inclusion this way and a quad tree or even a simple location hash on each vertice can speed lookup of info. We did this with a height component per edge to model the walls of a baseball stadium and it worked beautifully.
There is a big issue that nobody here addressed: the huge difference between storing it on disk and storing it in memory.
Assuming you are talking about a game world as you said, this means it's going to be very large. You're not going to store the whole thing in memory in once, but instead you will store the immediate vicinity in memory and update it as the player walks around.
This vicinity area should be as simple, easy and quick to access as possible. It should definitely be an array (or a set of arrays which are swapped out as the player moves). It will be referenced often and by many subsystems of your game engine: graphics and physics will handle loading the models, drawing them, keeping the player on top of the terrain, collisions, etc.; sound will need to know what ground type the player is currently standing on, to play the appropriate footstep sound; and so on. Rather than broadcast and duplicate this data among all the subsystems, if you just keep it in global arrays they can access it at will and at 100% speed and efficiency. This can really simplify things (but be aware of the consequences of global variables!).
However, on disk you definitely want to compress it. Some of the given answers provide good suggestions; you can serialize a data structure such as a hash table, or a list of only filled-in locations. You could certainly store an octree as well. In any case, you don't want to store blank locations on disk; according to your statistic, that would mean 66% of the space is wasted. Sure there is a time to forget about optimization and make it Just Work, but you don't want to distribute a 66%-empty file to end users. Also keep in mind that disks are not perfect random-access machines (except for SSDs); mechanical hard drives should still be around another several years at least, and they work best sequentially. See if you can organize your data structure so that the read operations are sequential, as you stream more vicinity terrain while the player moves, and you'll probably find it to be a noticeable difference. Don't take my word for it though, I haven't actually tested this sort of thing, it just makes sense right?

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